Swtor Sith Assassin General Guide

by Majin95 on December 19, 2011

banner2 Swtor Sith Assassin General Guide

Hey guys, here i will give you the most updated Sith Inquisitor Assassin Guide you could find, so stay tuned ! Here I talk about General information, if you want a guide for an advanced class :

Swtor Sith Inquisitor Deception Guide
Swtor Sith Inquisitor Madness Guide
Swtor Sith Inquisitor Darkness Guide

TABLE OF CONTENTS
01. [Assassin Basics]
02. [Assassin Companions]
03. [Equipping an Assassin]
04. [Crew Skills & Crafting skills]
05. [Appendix: FAQs]

Click here For An In Depth Class Guide & Leveling guide
1- ASSASSIN BASICS
SWTOR sith assassin 300x163 Swtor Sith Assassin General Guide
Parent Class: Sith Inquisitor
Sister Class: Sith Sorcerer
Mirrored by: Jedi Shadow
Primary Weapon: Double-bladed Lightsaber, Electrostaff
Off-Hand Items: Shield Generator, Force Focus
Armor Class: Light
Aesthetic Inspirations: Darth Maul, Exar Kun, Satele Shan, Bastila Shan
Story Inspiration: Emperor Palpatine. “First and foremost was the Emperor/Palpatine inspiration. To be just bat-**** insane or to be subtle and clever.”
Skill Trees: Darkness (Defender), Deception (Melee Striker), Madness (Hybrid Striker)
Resource: Force Points. (Base Max: 100; Base Recovery: 8 Pts/Second)
Playable Species: Human, Zabrak, Rattataki, Twi’lek, Sith Pureblood
Voice Actress: Xanthe Elbrick
Voice Actor: Euan Morton

The Sith Assassin does not fear wasting her Force Points early in a fight; she has few long cooldowns, and a steadily refilling resource bar. Unlike Agents and Bounty Hunters, this resource bar does not regenerate at variable rates. The challenge in playing a Sith Assassin correctly is careful management of several short-term cooldowns and interspersing low or no-cost abilities with medium and high cost abilities, to avoid missing a vital window of opportunity.
careful balancing of your basic attack – which requires no Force to use – versus your more costly abilities is essential to success. While many of your abilities have very short or non-existent cooldowns, spamming a low-cost ability whenever available will prevent you from making effective use of the higher cost abilities.

The Assassin can access up to three different combat modes, or charges, which alter the majority of her relevant abilities. Each of these modes adds a chance to affect each of her melee attacks (though no more often than once every 1.5 seconds). Melee attacks which hit multiple times or multiple targets have a better chance of activating the technique once per ability. These modes are off of the global cooldown, but have a high resource cost. It is possible to switch modes and then immediately benefit from the change, but you can do so only with careful forethought and planning, and at the expense of restricting yourself heavily for several seconds prior.

While these techniques are active, the Assassin is able to use the ability Discharge, which has a variable effect based on which technique is active. When Dark Charge is active, Discharge becomes an AoE strike that debuffs the opponents’ accuracy by 5%. Lightning Charge creates a periodic damage effect discharge, and Surging Charge delivers a sharp burst of damage via Discharge.

Generally speaking, the Assassin is very comfortable with Melee to Short-Range play. In proper specs, the class appears to be the least kiteable melee and an excellent kiter due to high mobility options, snares, knockbacks, Force Pull, and ranged abilities. You’ll always be at your very best in Melee Range, but if someone goes out to 5 meters and farther, you are still doing very reasonable until they get to 11 meters. A completely successful escape from a properly built Assassin is nearly impossible, as should be expected from their archetype.

People familiar with Rogues from World of Warcraft will find only some similarities in the Assassin. For the most part, it is far more survivable with fewer hard controls (such as stuns) and more range as well as self-healing. While it will always be optimal for Assassin to attack from behind, it is by no means expected or necessary for any but a Deceiver.

Generally speaking, stealth is more difficult than in other games. Stealth detection is a bit easier for your targets when you get close in, which is why you get the Blackout ability. It’s a pretty neat little ability that greatly improves your stealth level for a brief window of time, with a one minute cooldown. When you absolutely have to get in close for a Mind Trap, use Blackout and get in and out of there fast.

At level 15, you get the ability Channel the Force, which is the power-up music ability for the Sith Assassin and Sith Sorcerer. Channel the Force has a 20 minute cooldown and lasts for 1 minute; it is extremely powerful, and can allow you to solo otherwise impossible challenges.

Mass Mind Control and Mind Control are great abilities in PvP, and should not be forgotten. Unlike Guard it does not require you to be in Dark Charge, so any Assassin can make use of it; clever use can severely reduce the output of someone attacking an ally. Pair it well with Force Cloak and Overload and other abilities to keep them from immediately beating up on you, however.

 

2- ASSASSIN COMPANIONS

To assist you in your missions, you’ll build a small team of helpers over time. While they will remain with you regardless of how you treat them, making sure that they like you is important; a companion who likes and respects you will craft faster and perform skill missions more successfully. To avoid accidental spoilers, each companion is listed in a dropdown beneath their planet.

KORRIBAN

Khem Val (Male Dashade)
Location: Korriban (Late)
Class: Dark Devourer
Stances: Melee Defender, Melee Striker
Armor: Light through Heavy Armor, Shields, Power Generators
Armaments: Vibrosword
Crew Skills: +15 Artifice Efficiency, +5 Research Efficiency
Voice Actor: Unknown

Khem Val is a Jedi eater. Yeah… That’s how you know we’re in Sith-land. He makes for an excellent companion for a Sith Inquisitor of any type; even if you’re planning to become a Darkness Assassin in the long run, you’re going to be squishy for a while, so someone to trade places with you as a meat shield is very welcome. To keep your widdle monster happy, you should be the best stereotypical mass murderer ever, and kill everything and anything you see. Ever. He does have some sympathies for fellow slaves, however.

At lower levels, you may find it useful to trade threat with Khem in difficult fights.

DROMUND KAAS

2V-R8 (Steward Droid)
Location: Dromund Kaas (Late)
Class: Healbot
Stances: Healer
Armor: Droid Armor Plating, Power Generator
Armaments: None
Crew Skills: None
Voice Actor: Unknown

“I am the very model of a modern Shipboard assistant.”

Despite his protests, you can take your creepy ship droid out onto the field. He’s heavily armored, but brings no offensive abilities, making him only a good partner for a fully realized Sith Assassin. He does eventually get a Crowd Control ability.

TATOOINE

Andronikos Revel (Male Human)
Location: Tatooine
Class: Pirate Sniper
Role: Ranged Striker, Ranged Area Striker
Armor: Light through Medium Armor
Armaments: Blaster Pistols, Blaster Rifles
Crew Skills: +2 Slicing Critical Effect, +2 Underworld Trading Critical Effect
Voice Actor: Steve Blum

Andronikos is the love interest for the female Sith Inquisitor.

TARIS

Ashara Zavros (Female Togruta)
Location: Taris
Class: Jedi Sentinel
Stances: Melee Striker, Melee Elite Striker
Armor: Light through Medium Armor
Armaments: Lightsabers, Vibroswords
Crew Skills: +10 Synthweaving Efficiency, +10 Diplomacy Efficiency
Voice Actor: Azura Skye

Ashara is the saccharine light-side love interest for the male Sith Inquisitor. No, dark siders, she does not have an ‘off’ switch, nor can she be turned. She’s a former Jedi. Probably your best DPS companion; you’ll want her out for everything but elites, unless you’re a Darkness Assassin.

HOTH

Lt. Talos Drellik (Male Human)
Location: Hoth (Completion)
Class: Imperial Archaeologist
Stances: Healer, Ranged Striker
Armor: Light through Medium Armor
Armaments: Blaster Pistols, Vibroknives
Crew Skills: +5 Treasure Hunting Efficiency, +5 Archaeology Critical Effect
Voice Actor: Edward Hibbard

You finally get a healer that doesn’t suck. Tankasins rejoice!

VOSS

Xalek (Male Kaleesh)
Location: Voss (Post-Completion)
Class: Sith Sorcerer
Role: Ranged Striker, Ranged Tank
Armor: Light Armor, Force Focus, Shield Generators
Armaments: Lightsabers, Double-Bladed Lightsabers, Electrostaves
Crew Skills: +10 Bioanalysis Efficiency, +2 Scavenging Critical Effect
Voice Actor: Tony Armatrading

Your apprentice. He worships you. He’s also the only ranged Force-user tank in the entire game, and one of the most mechanically unique companions.

SECRET COMPANION

HK-51 (Assassin Droid)
Location: Hoth
Class: Hunter-Killer
Stances: Ranged Defender, Ranged Striker
Armor: Droid Armor Plating, Shields, Power Generators
Armaments: Blaster Pistols, Blaster Rifles
Voice Actor: Kris Tabori

“Systems failing, Master.”

Yes, he’s back… sort of.

 

3- EQUIPPING AN ASSASSIN

Handling your way across your starter world of Korriban as a Sith Inquisitor should be pretty simple, for the most part. However, your masters and lessons do not really explain a lot about gearing, and I feel that it is useful to have a reference list available here. If you’re looking for specific gearing instructions per specialization, look back at the final paragraph for each specialization instead. This is general information.

All characters use one primary ability score of Aim, Cunning, Strength or Willpower. All four of these abilities has a specialized purpose. Aim will only increase your ranged damage and critical chance, Cunning will only increase your tech damage and critical chance, Strength will only increase your melee damage and critical chance, and Willpower will only increase your Force damage and critical chance. Normally, anyway.

Each base class has a different primary ability score. A primary ability score equally improves both of the damage vectors which your class will use. Through the Force, all things are possible; Willpower is the primary score for Consulars and Inquisitors, and grants both Melee Damage and Force Damage, as a result.

Presence measures your ability to inspire, lead, and guide your companions. A higher presence score will increase your companion’s health, damage and healing. Companions take up the party slot of a player, but are less effective than a player; if you intend to do a lot of content which requires full or nearly full groups, it’s not wise to invest much into presence.

Endurance, simply enough, improves one’s raw health.

Secondary stats are available, which add more complexity to the matter.

Absorption Rating: Increases the amount of damage blocked by a successful shield reaction. More rating is required to achieve the same percentage bonus at higher character levels.

Accuracy Rating: Grants additional hit, and then reduces the opponent’s defense once past 100%. More rating is required to achieve the same percentage bonus at higher character levels.

Alacrity Rating: A secondary stat which improves the speed of activation time for non-instant abilities. It does not affect the Global Cooldown. More rating is required to achieve the same percentage bonus at higher character levels. It may also increase the rate at which periodic abilities take effect.

Critical Rating: Improves the chance of a critical hit. More rating is required to achieve the same percentage bonus at higher character levels.

Defense Rating: Improves the chance of a avoiding an attack. More rating is required to achieve the same percentage bonus at higher character levels.

Expertise Rating: Increases damage and healing done, and reduces damage taken, but only in PvP. A maximum of 10% effectiveness. More rating is required to achieve the same percentage bonus at higher character levels.

Force Power: A secondary stat which improves Force Ability damage and healing only.

Power: A secondary stat which improves damage and healing from all sources.

Shield Rating: Increases the chance that a shield reaction is triggered against an attack. More rating is required to achieve the same percentage bonus at higher character levels.

Surge Rating: Improves the effect of a critical hit. Base Surge is +50%. More rating is required to achieve the same percentage bonus at higher character levels.

Tech Power: A secondary stat which improves Tech Ability damage and healing only.

Click here For An In Depth Class Guide & Leveling guide

4- CREW SKILLS

Money can get you everything.

Those of you coming from World of Warcraft post-Classic are familiar with the skill layout of that game, where every single craft skill had to have a mechanically advantageous thing that it ‘owned’ (each of them being roughly as good as the others). Several of the crafting skills in that game effectively were worthless to anyone besides the wielder, to boot.

That is not how this game works, mechanically. Every single crew skill mechanical perk originates from the fact that you’re getting the benefit cheaper or earlier than someone who does not have your craft skill. For example, anyone can use medpacks; only a Biochem producer can get a reusable medpack, which costs more to craft but will never get used up. You do not need to be an artificer to upgrade your lightsaber; artificers make the upgrades, you just buy them and insert them into the lightsaber yourself. Etc. The other thing is that all of the crafting skills have some sort of aesthetic option which is unique to them, and these are among the rare bind-on-pickup items that cannot be given to anyone else.

Therefore, there are three approaches to take when choosing your Crew Skill layout: Do I want to get something that will save me money on a reusable I want a lot of, do I want to get something that will make me a lot of money, or do I want to get something that will give me a unique visual perk? It cannot be stressed enough that crafting of any kind while leveling up will only be of limited use; you will always end up ahead in credits while leveling by not crafting anything. It becomes a question of time and money spent now, versus time and money spent later to either level up your own craft skill or constantly purchasing everything you need.

To make your decision, you need to have a good grasp of what can be made by each craft skill. You have access to three crew skills per character; a maximum of one may be a craft skill, and it’s recommended that the other two be a gathering skill and a mission skill which support that craft skill. Everything is oriented around the crafting skills; mission skills provide a nice little bit of flavor, but are essentially a second gathering skill oriented around the rarer materials that cannot be obtained through direct gathering.

It’s important to note that you will not automatically get all of the important recipes for Craft Skills from the skill itself, even by reverse-engineering; you will need to get some of these schematics from the Galactic Trade Network. It’s also important to note that you will always lose money by sending crew members to do missions, as the point is more to raise your skill and gain materials while not being out in the field yourself. If it was strictly superior to self-gathering, no one would ever do it.

I’ll go over each of the Crew Skills in brief – each section will contain the Crew Skill’s codex entry, followed by my input.

CRAFTING SKILLS
You may only have one of these skills on your character. If you take one of these, it is your most important skill. As noted above, once you get to endgame, you are not getting unique mechanical perks from what you make via these skills; you’re just getting it cheaper, easier, prettier, faster, or reusable. For leveling content, they do create some unique stuff for lower levels, so rich rerollers will make purchases from dedicated crafters a lot.

ARMORMECH
Recommended Skills: Scavenging. Underworld Trading (Underworld Metals).

Codex: Armormech is the ability to work with hard metals, alloys and synthetic materials to construct armor for non-Force users. Vendor-purchased fluxes are used during the armor creation process to refine the materials to ensure suitability. Armormechs can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Scavenging provides crafting resources for Armormech.

Comments: Armormech is not your typical choice for a force user, because it provides no mechanical benefits to the Jedi or Sith whatsoever. It also has no aesthetic benefit to the Shadow or Assassin, who cannot wear its armor. I do not recommend it for you for any reason. The materials from its Gathering skill will be in high demand, and non-Force users are going to be a smaller clientele than Force users in this game, I can guarantee that. There is potentially some money to be made off of Jedi Knight and Sith Warrior ACs who want an unconventional look for their character, but that’s not a compelling enough reason on its own to take this skill. For both making money and saving you money, this flunks the test.

ARMSTECH
Recommended Skills: Scavenging, Investigation (Compounds)

Codex: Armstech is the ability to work with hard metals, alloys and synthetic materials to craft blasters, blaster modifications and melee weapons. Vendor-purchased fluxes are used during the weapon creation process to refine the materials to ensure suitability. Crafted blasters include blaster pistols, blaster rifles, sniper rifles, assault cannons and shotguns. Blaster modifications include blaster barrels. Melee weapons include vibroblades and electrostaves. Armstechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Armstech.

Comments: What it does not tell you is that everything it makes sucks, except for the blaster specific mod (the gun barrel), and the many, many unique models of blaster that it can make. Endgame Vibroblades and Electrostaves (if they ever intend to make the latter useful to a player rather than a companion) are obtained via vendors, to prevent this from being the potentially most universal skill ever. Instead, it’s possibly the only thing worse than Armormech, unless you really, really need to make sure that keeping Qyzen equipped is easy. Since, hooray, it can make Techblades.

ARTIFICE
Recommended Skills: Archaeology, Treasure Hunting (Gemstones)

Codex: Artifice is the delicate skill of constructing lightsaber modifications, enhancements, generators and focii. Lightsaber modifications include color crystals and hilts that augment a Force user’s combat attributes. Color crystals determine beam and bolt color for lightsabers and blasters. Enhancements are modification upgrades for weapons and armor. Artificers can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Archaeology provides crafting resources for Artifice.

Comments: An important skill, as it creates the color crystals used by every weapon in the game, upgrades your personal weapon, creates multiple slots (force-user off-hands, shield generators), creates endgame relics, lightsaber hilt mods, and the enhancement mod which can go on all major body parts and weapons. They can also create their own lightsabers at maximum skill, though the lightsaber hilt model is usually not as important to players as the blade color. The relics, along with the unique lightsabers, are their ‘self only’ perk, as these relics can also be bought from stores. Until everyone is geared up, the BoE relics are likely to sell well for the people who can get their skill up high enough quickly. Because it is ‘exciting’, I expect this skill will be picked up by many players, including many non-Force Users. It may suffer from market dilution, and does not have a consumable to keep it useful once the economy settles, so I tentatively rate it well.

BIOCHEM
Recommended Skills: Bioanalysis, Diplomacy (Medical Supplies)

Codex: Biochem is the skill involved in crafting medical supplies, performance-enhancing chemical serums and biological implants. Biochemists can create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. Biochemists can reverse engineer their crafted implants and possibly discover new ways to improve implant creation. The gathering skill Bioanalysis provides crafting resources for Biochem.

Comments: Medkits, Stims, Adrenals, and the only skill that can make implants. Similar to Artifice’s relics, these can be obtained without being a Biochemist, but it will be easier for them. Until everyone is geared up, the BoE implants are likely to sell well for the people who can get their skill up high enough quickly. The real prizes for the biochemist for self-use are the reusable stims and adrenals. They will be expensive as anything to manufacture, but once they are, you’ll be set for life. One of my two top picks for your one craft skill.

CYBERTECH
Recommended Skills: Scavenging, Underworld Trading (Underworld Metals)

Codex: Cybertech is the skill to assemble droid armor, earpieces, grenades, armoring, mods and miscellaneous gadgets. Armoring and mods are upgrade modifications that augment combat ability. Earpieces are external mini-computers that are worn on or near the ear. They enhance combat prowess by giving audio and visual feedback to the wearer or through direct neural feedback via an external nerve relay. Cybertechs can reverse engineer their crafted items and possibly discover new ways to improve their creation. The gathering skill Scavenging provides crafting resources for Cybertech.

Comments: The other of my two top picks for your one craft skill. As with Artifice and Biochem, it has exclusive crafter access to improving your ship, as well as two item slots (earpieces) – both of which can be obtained in other ways for more money. Until everyone is geared up, the BoE earpieces are likely to sell well for the people who can get their skill up high enough quickly. What makes Cybertech so fantastic is that it crafts the two of the most common upgrade items – Mod and Armoring, which can go on nearly every piece in the game – as well as five different consumable grenades which each have an unshared 5m cooldown. And these grenades can be made in reusable varieties for the Cybertech.

That’s right, you gain access to moderate to low damage ranged AoE attacks, which each carry a useful secondary effect: A slow, a stun, an immobilize, an immobilize, and a damage-over-time effect – periodic damage can ruin capturing objectives in PvP as well as attempts to use Force Cloak. That’s pretty huge in PvP, and even in PvE, as AoE abilities which do not sap you of precious, precious Force? They’re pretty awesome.

…And if that wasn’t good enough, Cybertech can make you a custom speeder bike, too.

SYNTHWEAVING
Recommended Skills: Archaeology, Underworld Trading (Luxury Fabrics, Underworld Metals)

Codex: Synthweaving is the process of fabricating synthetic materials out of crystals, various chemicals and artifact fragments to construct armor for Force users. Vendors provide premade solutions, suspensions and composites that are used during the Synthweaving process. Synthweavers can reverse engineer their crafted armor and possibly discover new ways to improve armor creation. The gathering skill Archaeology provides crafting resources for Synthweaving.

Comments: It’s essentially tailoring, and every Force User will rely on this skill; you also will probably get a little bleedover from non-Force Users who want to have an unorthodox look. I think it’s likely to be a little more valuable than Artifice on the market, because there are far more armor slots than weapon slots, and a lot of Force Users, and a lot of people will look at Synthweaving and go, “Ew. It’s tailoring,” which sounds boring and not bother. However, its mods currently cannot have expertise on them – the principal PvP stat – limiting its usefulness for PvPers.

As of the most recent build, these items no longer come pre-installed with mods, which has greatly degraded the rating for the purposes of anything but simple aesthetics. Its value is principally in early access to having as many slots as possible on your gear.

GATHERING SKILLS
Gathering skills are skills which you or your companion may employ in the field, when you see an appropriate resource. They supply the basic materials used in crafting skills. You may send your companions on gathering missions which cost money, but provide you with skill-point appropriate resources. There is a chance for your companion to fail when deployed on missions (I believe it is related to their affection), but it will always give you a skill point even if they fail. Out of your maximum of three crew skills, all three may be gathering skills.

ARCHAEOLOGY
Recommended Skills: Artifice, Synthweaving

Codex: Archaeology is the study of crystal formations and archaeological finds. Crystal formations contain crystals that an Artificer can use to construct lightsaber modifications and armor for Force users. Archaeological finds contain artifact fragments of Force-imbued technology. These valuable items contain ancient formulas and algorithms used in the crafting skills Artifice and Synthweaving. Archaeologists can send their companions on missions to gather resources.

savior460x60 Swtor Sith Assassin General Guide

Comments: Archaeology is an essential skill for Artifice – the craft skill that everyone wants – and is easy to level up. Synthweaving will be high in demand as well. My personal experience is that you get Archaeology materials faster than needed to keep up with your mission skills if you’re going at a good clip of leveling speed, so it may be a less satisfactory choice for a pure gatherer.

BIOANALYSIS
Recommended Skills: Biochem

Codex: Bioanalysis is the practice of collecting genetic material from creatures and vegetation. Genetic materials include cell fibers, bacterial strains, toxic extracts and medicinal fluids. Biochemists use these materials to create medpacs to restore health, stimulants (single-use injections) that provide a boost to physical abilities, and biological implants that enhance combat prowess by stimulating neural networks and regulating brain stem functions. The crafting skill Biochem utilizes Bioanalysis resources. Bioanalysts can send their companions on missions to gather resources.

Comments: Let’s be clear right now: Biochemistry is going to be very important, so even though this is only tied to one skill, gatherers may wish to take it anyway, to either sell their goods or trade the materials to a Biochemist in return for manufacture of goods. Also, Bioanalysis can be performed by you or your companion on many dead creatures, so while you won’t get to use this skill much on your capital, it’ll catch up pretty quick on Taris.

SCAVENGING
Recommended Skills: Armormech, Armstech, Cybertech

Codex: Scavenging is the art of salvaging useful parts and base materials such as metals, alloys and synthetic compounds from potential technological resources–junk piles, fallen droids, abandoned cargo and broken-down vehicles. The crafting skills Armormech, Armstech and Cybertech utilize Scavenging resources. Scavengers can send their companions on missions to gather resources.

Comments: You can easily progress your scavenging by killing everything in sight when you see droids – which dovetails nicely with roleplay for lightsiders, who are more hesitant to kill fleshies, and the fact that stealthing through droid missions is slightly more difficult and annoying since Mind Maze won’t work on droids. Along with Diplomacy, Slicing, Investigation and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. It also fuels one extremely critical and two useful tradeskills, so it’s a strong recommendation.

SLICING
Recommended Skills: Cybertech

Codex: Slicing is not a skill required for crafting. Slicing is the art of accessing secure computer systems and lockboxes to acquire valuable items, credits and rare tech schematics. Common slicing targets include electronic safes, data stations, security mainframes and biometric footlockers. These targets contain credits, rare tech schematics used to construct Cybertech gadgets, vehicles and space upgrades, and mission discovery objects that unlock challenging missions that can potentially yield great rewards. Slicers can send their companions on missions to retrieve these valuable items. Other possible mission rewards include augments that can be slotted into exceptionally crafted items.

Comments: It’s Investigation’s cousin, more or less. Getting schematics from slicing missions is a rarer occurrence than in Investigation, so I wouldn’t worry about taking Slicing as part of a normal set of three as a crafter, but it’s basically an essential for people just looking to make a buck. You still have a net loss of money by sending companions on Slicing missions, as the point is to raise your skill without doing any work for it.

MISSION SKILLS
Mission skills function identical to Gathering skills which cannot be personally collected; you need your companion to do them. They provide the rare resources used in crafting skills as well as providing a host of other benefits, such as giving you companion gifts to raise their affection, rare schematics, and sometimes rare equipment. Out of your maximum of three crew skills, all three may be mission skills.

DIPLOMACY
Recommended Skills: Biochem

Codex: Diplomacy is the art of conducting and managing negotiations. Sending your companions on diplomatic missions can influence your light side or dark side standing. In addition to light side and dark side influence, possible Diplomacy rewards include medical supplies used to construct prototype and artifact implants, medpacs, stimulants, adrenals and gifts for companions to raise their Affection rating.

Comments: Gets you materials for one of the two most important skills in the game, gives you Light Side/Dark Side farm points, and can still be used to get gifts. What else do you need? Along with Investigation, Slicing, Scavenging and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters.

INVESTIGATION
Recommended Skills: Armstech

Codex: Investigation is the skill of researching, gathering, analyzing and decoding secret information. Sending your companions on Investigation missions can yield valuable items in the form of researched compounds used to construct prototype and artifact weapons and blaster barrels, prototype schematics for all crafts, and gifts for companions to raise their Affection rating.

Comments: Investigation finds rare schematics for every single type of crafting skill, as well as materials for Armstech. Along with Diplomacy, Slicing, Scavenging and Underworld Trading, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. It could substitute for a normal mission skill, since you rarely need the normal mission skill to simply level up your craft, or a gathering skill if you’re willing to purchase those materials off of the Galactic Trade Network.

TREASURE HUNTING
Recommended Skills: Artifice

Codex: Treasure Hunting is the ability to track down and recover valuable items by following a series of clues. Companions sent on Treasure Hunting missions can return with rare gemstones used to construct prototype and artifact enhancements, hilts, color crystals, focii and generators. Other possible rewards include lockboxes that can contain valuable items or credits and gifts for companions to raise their Affection rating.

Comments: It only goes with one craft skill, and everything that it is used to make is pretty much reusable. Great if you’re going with Artifice, I wouldn’t bother otherwise. It can be fun to randomly receive relics or other rare items from this skill, but it’s a constant gamble.

UNDERWORLD TRADING
Recommended Skills: Armormech, Cybertech, Synthweaving

Codex: Underworld Trading entails the exchange of goods and services on the galactic black market. Sending your companions on Underworld Trading missions can yield luxury fabrics and underworld metals used to construct prototype and artifact armor, earpieces, grenades, space upgrades, and weapon and armor modifications. Other possible rewards include gifts for companions to raise their Affection rating.

Comments: Covering both armor creating professions as well as one of the two best professions in the game, it makes a solid choice for someone not interested in personally crafting and instead making money off of crafters. Diplomacy, Slicing, Investigation and Scavenging are good partners for that.

If you read all that and are confused still – or didn’t read all of that, because it’s a lot to chew through, that’s okay. You just want the bottom line on which three crew skills I recommend, right? I’ve arranged them into sets of three based on what your main selling market is.

PvE Endgame: Biochem, Bioanalysis, Diplomacy.
PvP Endgame: Biochem, Bioanalysis, Diplomacy // Cybertech, Scavenging, Underworld Trading
Self-Leveling: Cybertech, Scavenging, Underworld Trading // Artifice, Archaeology, Treasure-Hunting // Synthweaving, Archaeology, Underworld Trading
Simple Money-Making: Pick any three: Slicing, Investigation, Diplomacy, Bioanalysis, Scavenging
Selling to Roleplayers: Armormech, Scavenging, Underworld Trading // Synthweaving, Archaeology, Underworld Trading // Artifice, Archaeology, Treasure-Hunting
Do not pick: Armstech
Click here For An In Depth Class Guide & Leveling guide
5- FREQUENTLY ASKED QUESTIONS

Q: How do I become a Sith Assassin?
A: Reach level 10 as a Sith Inquisitor, and find Lord Lokar in the Imperial Fleet or on Dromund Kaas. He’ll give you a mission that will further your class training.

Q: I just became a Sith Assassin. When do I get a Double-Bladed Lightsaber?
A: You should already have one. Look in your inventory for a bag item that contains a small starter kit full of things any growing Assassin needs. Be forewarned: The shield generator is useless (does not offer a shield chance) unless you are in your tanking stance, Dark Charge, which is not available until level 14.

Q: I just became a Sith Assassin. Where do I train my Shadow skills?
A: Same trainer as your base class. Click the tab at the bottom to select your list of trainable Adv. Class abilities.

Q: Where can I respecialize my character?
A: There is a respecialization trainer standing in the banking area of Dromund Kaas, as well as in the Class Trainer area of the Imperial Fleet, with the subtitle <Skill Mentor>. He’s near the person who accepts Guild Charters.

Q: When can I get my speeder?
A: After turning level 25, purchase Speeder Piloting from your trainer for 25,000 credits, then go to your fleet. In the shopping area, there should be a vendor who sells vehicles. You can also purchase them on Tatooine. Your first speeder will cost you 8,000 credits; you can get upgrades at level 40 and 50.

Q: I’m coming from WoW. Do these skill specializations have any resemblance to stuff from there?
A: The Darkness tree resembles Paladin or Bear tanking, loosely. Deception is somewhat similar to a Mutilate Rogue. Madness is a cross between an Affliction Warlock and an Enhancement Shaman. None of them are identical, but these should help to give you an idea of whether or not you’ll like the playstyles.

Q: I’m coming from Star Wars Galaxies/other MMO. Do these skill specializations have any resemblance to stuff from there?
A: I am not sufficiently familiar with most of those games to say. If someone would like to suggest things for me, I’d appreciate it. Games like City of Heroes are too different from your average MMO, and thus don’t really bear comparison well.

Q: Do I have to use a Double-Bladed Lightsaber?
A: If you want a lightsaber, yes. Not all of your abilities require it – most don’t, in fact. But your Charges and Discharge do, and every single spec relies heavily on its techniques. Sorry to break it to you. The Electrostaff is an alternate weapon intended for Jedi Shadows and their Imperial mirror, the Sith Assassin; however, it faces the exact same issues as the single-bladed Lightsaber. So yes, you are stuck with a DBLS.

Q: Do we have to wear robes? Can we wear pants?
A: Pants are rare, but exist. If you want to keep the pants look, find a moddable pair and you’ll be able to keep them all the way up into endgame.

Q: Can we really keep stuff the whole game and just keep modding it?
A: Yes and no. As soon as you find a chestpiece, pants, hat, weapon, gloves, and shoes – the most important stuff – with four upgrade slots, you can keep modding it for the whole level up game. It is rumored that Endgame, however, starts getting items with extra slots, and PvP gear has its expertise as a built-in, rather than a mod granted, stat. So you can keep it for most of the game. Endgame is where you will have more difficulties.

Q: Do the lightsaber animations ever look better?
A: Yes, at higher levels, particularly as Deception.

Q: What’s the best Skill Specialization for leveling?
A: Deception is, without question, the best Skill Specialization until about level 22-ish. Energize and Dark Ward for Darkness, and Death Field for Madness, are lynchpin skills. Deception is good right off the bat. Madness is the weak link until you’re in your 30s, in my opinion, though it’s still quite tolerable to level with.

Q: What’s the difference between Sith Sorcerer and Sith Assassin in the Madness tree?
A: They are both proc-heavy, DoT self-healing builds. It’s a question of whether you want to use your lightsaber and Shock, or Force Lightning and Lightning Strike. The Assassin gets better procs to compensate for its lower range and smaller Force Pool.

Q: Is the Sith Assassin a main tank or an off-tank?
A: The Sith Assassin is a main tank; it can off-tank, but there are no skill specializations devoted towards becoming an off-tank among any class. Fully developed, it has roughly the same standard survivability as a Sith Juggernaut or Powertech who was specialized to tank. The only guild in the general beta to test endgame operations used a Jedi Shadow main tank, however, and are quite happy with the Jedi Shadow’s performance there.

Q: What’s the difference between the three types of tanks?
A: Sith Warrior tanks have the most survivability cooldowns, and once they get rolling, they have the most forgiving resource mechanic. They have the most issue generating threat, especially in ranged or AoE situations. Sith Assassins have the fewest and weakest survivability cooldowns, but have the ability to self-heal regularly, a very high block chance, strong AoE threat and okay ranged threat. Shield Tech Powertechs have a moderate amount of survivability cooldowns, okay AoE threat, great ranged threat/battlefield mobility, and the best straight mitigation. Their resource mechanic is very punishing if mishandled. The two force-users have more apparent flaws at lower levels, but grow into the role fully later.

Q: Should I play a Sith Marauder or a Sith Assassin?
A: I assume that if you’re asking this question, tanking is not seriously on the table as a primary interest for you, in PvE or PvP. The Marauder offers the three different types of specializations: the ability to play a survivable, elite-killer melee damage, an erratic high-burst melee damage specialization, and the ability to increase its battlefield control and mobility as a melee damage dealer. In comparison, the Assassin’s damage trees offer a steady pressure melee/range hybrid with minor erratic burst, or a controllable burst melee class with target lockdown options, along with both Assassin specializations having minor tanking options.

Q: Should I play an Operative or a Sith Assassin?
A: That depends. The Operative is a more stealth-dependent class – while they both have multiple Stealth abilities, the Operative is flatout dependent on Stealth for specific tactical openers, while the Assassin is more willing to engage in straight-up combat. The Operative has more control, the Assassin has more survivability under fire. Someone seeking more traditional Rogue control-and-combo-based play may prefer the Operative. Also, the Operative has the ability to respecialize as a healer or throw out tactical support as a striker, while the Assassin has the ability to respecialize as a defender or throw out tactical control as a striker.

Q: Can the Sith Assassin PvP builds tank in PvE?
A: I have not tried it myself. I’ve heard that it’s doable in flashpoints and easier heroic content, but not advised for harder ones.

Q: I’m going to do PvE. Does the Madness or Deception tree do higher max DPS?
A: Until we have damage meters or extensive theorycrafting of some kind, we cannot actually say with too much certainty which is the higher damage spec. Generally, they’re accepted to be competitive with one another in PvE. In PvP, they perform different roles – Madness is a steady pressure build, and Deception is a burst kill build.

Q: Madness?
A: Forgive me if my response is spartan.

Q: What’s the difference between an Assassin and a Shadow?
A: There are the obvious ones – different stories, companions, and titles. Visually, an Assassin’s Force Powers are centered around violet lightning, while a Shadow is reliant on golden energy and rocks or other environmental elements. Late game, the Shadow obtains Unity, which works great for Balance and Kinetic, while the Assassin gets Sacrifice, which is more suited to Kinetic and Infiltration.

Q: I want to play a Movie Sith; is this the class for me?
A: You can get fairly close to the Cinematic Sith. Darth Vader is represented well by the Sith Juggernaut. Palpatine as of Return of the Jedi works well for the Sith Sorcerer. The Assassin itself, however, is slightly off on its portrayal of Maul; Maul never used Force Lightning. You’re outta luck for Count Dooku. Asajj Ventress, though not from the movies but from the shows, maps very well to the Sith Marauder.

Q: What’s the story like?
A: I haven’t tried it myself, this is a conversion of a Jedi Shadow guide.

Q: Why don’t tanks take the Insulation skill?
A: That passive skill does not apply when an Assassin is in Dark Charge, which is our defender mode; it’s meant to improve the durability of an Assassin in Lightning Charge or Surging Charge, our striker modes.

Q: Who is the best target to Guard, as a tank?
A: Pretty much anyone who’s going to get focused. This is usually the healer or a ball carrier in PvP; in PvE, the healer is probably the wiser option at low level, but as you get more AoE threat tools, you should instead be guarding the most effective DPS, in order to give them a higher threat ceiling while damaging. An AoE focused DPS is often a good choice.

Q: Which abilities are off of the Global Cooldown?
A: Recklessness, Overcharge Saber, Dark Ward, Jolt, possibly others. Need to test more later.

banner2 Swtor Sith Assassin General Guide

banner2 Swtor Sith Assassin General Guide

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